AI-First Pipeline for Unity.

Studios adopt AI expecting acceleration. What they get is the same bottlenecks QA, UI, tech debt now failing faster. We build tooling that removes the root causes, so AI can actually work.

Get Early Access →
Tooling Hub · Roslyn, Editor, QA, uGUI Validator Engine · Tech Debt control
The blocker

Why current agents and assistants don't scale.

They solve a narrow set of tasks. They can't be chained into a pipeline. And vibe-coded internal tools only make integration harder.

Weak tool support — no native access to engine or codebase
Fragile and complex — break on edge cases, hard to debug
Not modular, not extensible — can't compose into pipelines
Vibe-coded internal tools integrate poorly, add their own debt
Bottleneck · Tech Debt

Why human code review breaks at LLM speed.

LLMs absorb the bad practices already present in a legacy codebase. Human reviewers cannot keep up with the rate of generation. Debt compounds silently.

— The past · human pipeline

Legacy code + Human dev =
Tech debt grows at speed

Review cadence roughly matches generation cadence. Bad patterns are caught in PR.

— The AI reality · naive LLM pipeline

Legacy code + LLM agent =
Tech debt multiplied by 10×

The agent learns how not to write code by looking at the legacy codebase — then reproduces exactly that. Human PR becomes the bottleneck; debt compounds.

The process problem

Human as a middleman vs. Validator talks to Agent directly.

— Human review · prompts · stale docs

01Agent generates
02Human PR · bottleneck
03Human manually corrects the agent
04Agent guesses fix

The human is a 5th wheel, ping-ponging with the bot. Every cycle loses context.

+ Agent harness · self-closing loop

01Human configures validators
02Agent acts via Tooling Hub
03Validator checks → actionable items
04Agent auto-corrects → back to 03
05✓ All checks pass

The agent closes the loop itself. Human sets the rules, not the fixes.

Product 01 · Tooling Hub

The Agent's Hands.

A single integration point. The agent gets access to coder tools, the editor, and the running game build over the network. Plugs into your pipelines.

01 · Codebase

Roslyn & proger-tooling

Access to the Roslyn compiler and coder tooling.

02 · Unity Editor

Native Editor APIs

Access to native Unity Editor APIs.

03 · Runtime Game

QA tools in the actual build

Connects to the build over the network. QA tools, debug overlays, cheat commands — the agent can test the game, not just generate code for it.

Product 02 · Validator Engine

Spot the pattern. Configure. Let the agent fix.

01 · Spot

Human finds a bad pattern

Notice recurring debt in the codebase.

02 · Rule

Add a diagnostic rule

Configure the Validator to detect it.

03 · Fix

Agent auto-corrects all instances

Every match is fixed. Dashboard tracks the result.

Tech Debt Dashboard

5 violated last 30 days
Diagnostics
38
Passing
31
Violated
5
Trending up
2
Performance test regression12+4
Business logic in UI layer8+2
!Scene validator: missing refs50
Game config schema mismatch0-3
Code convention #1: naming0-6
Code convention #2: structure0-2
Acceptance test failures0-1
Bottleneck · UI

Reverse-engineer the screen, assemble in uGUI.

Layout handoff is the third chronic bottleneck. Agents reverse-engineer layout and behaviour from videos or screenshots and assemble it in uGUI — or your custom UI framework — bounded by your conventions and tooling.

The Agent does the layout work.

01Input: video / screenshot / mock
02Reverse-engineer hierarchy
03Generate uGUI prefabs
04Conventions + tooling enforce rules
05✓ Ready